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Soul Knife - What is the point?

OMG, Dandu, that was a hilarious link to follow! That guy has so absolutely zero clue...
Can't give any XP to you atm, apparently, would someone be so kind?
 

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I ran through the Savage Tides Adventure Path with a player who was playing pure soulknife who never took a prestige class. It was interesting, and helped in a few situations in which brandishing arms was a poor idea. Our DM made only one change to the soulknife, which was that he gave it a +1/lvl BAB. Aside from that, the class played out quite well with our group, which included a number of powergamers (such as myself). The soulknife chose psionic feats almost exclusively, which made him quite effective. It helps that the soulknife gets Wild Talent as a bonus feat at 1st level because the psionic feats really add some punch to any character. Maybe a monk with the same setup would have been better with the same concept, but the monk would have required a feat slot to gain Wild Talent first.

It may be on the weaker side of powergaming, maybe, but I saw some very powerful stuff coming out of the character with just the BAB fix.
 

OK lets make a optimal adventurer Soulknife, 1st thru 20th, basically what feats, skills, and magicals ($ to level) all books all mags but not the eviiilll wiki! oh what the heck them too!

which fits the opt out build SK IYO...
sword and board?
two handed?
two weapon?

I like the +2 EPH -collision-enchantment, +5 to damage per strike, if the SK splits his mindblade into 2 short swords does the collision, and its +5 to damage, then go to both blades?
Yes.

Mind you, you get it at level 10, when you might very well need a more potent ability.

This isn't going to be the best Soulknife. Probably lies between that and what the "average" player will come up with.

[sblock]
Level 10 Human Soulknife
Base Stats (32 point buy):
STR: 16 DEX: 14 CON: 14 INT: 14 WIS: 12 CHA: 8

Adjusted Stats:
STR: 22 DEX: 16 CON: 18 INT: 14 WIS: 12 CHA: 8

Base Saves:
Fort +3; Ref +7; Will +7

Adjusted Saves:
Fort +9; Ref +12; Will +10

HP: 10+5.5*9+4*10 = 99.5 average
AC: 10+5+3+2 = 20
Attack Bonus: +7/+2 +2+6+2 = +17/+12
Full Attack: +15/+15/+10
Damage per attack: 1d6+6+2+5 = 1d6+13 (average 16.5 damage)
Reach: 5 ft

Feats:
1: Two Weapon Fighting
1: Psicrystal Affinity
1: Wild Talent
1: Weapon Focus: Mind Blade
3: Combat Expertise
6: Psionic Meditation
6: Speed of Thought
9: Improved Critical: Mind Blade
9: Greater Weapon Focus: Mind Blade

Items: Belt of Strength +4, Gloves of Dexterity +2, Amulet of Health +4, Cloak of Resistance +2, Ring of Protection +2, +1 Chain Shirt

Mind Blade Enchantment: +2 Collision


If using a 2 handed weapon, with Power Attack:

Full Attack: +7/+2 +2+6+2 = +17/+12
Damage per attack if using a bastard sword:1d10+6*1.5+2+5=1d10+16 (average 21.5 damage)

If using a shield and a longsword:
Full Attack: +7/+2 +2+6+2 = +17/+12
Damage per attack: 1d8+6+2+5 = 1d8+13 (average 17.5 damage)
AC: 10+5+3+3+2 = 23

CR 10 Enemies:

Eleven Headed Hydra
HP: 118
AC 21
Attack: 11 bites +16 melee (1d10+6)
Reach: 10 ft
Special Qualities: Darkvision 60 ft., fast healing 21, low-light vision, scent.

Conclusion: Soulknife should not venture into melee against a hydra.

Gargantuan Monstrous Scorpion
HP: 150
AC: 24
Attac: Claw +21 melee (2d6+10)
Full Attack: 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison)
Reach: 15 ft
Special Attacks: Constrict 2d6+10, improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits

Clay Golem
HP: 90
AC: 22
Attack: Slam +14 melee (2d10+7 plus cursed wound)
Full Attack: 2 slams +14 melee (2d10+7 plus cursed wound)
Special Attacks: Berserk, cursed wound
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision

Berserk (Ex)

When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.
Cursed Wound (Ex)

The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.



Haste (Su)

After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.



Juvenile Red Dragon
HP: 168
AC 24
Attack: 1 bite +24 (2d6+9)
Full Attack: 1 bite +24 (2d6+9), 2 claws +22 (1d8+4), 2 wings +22 (1d6+4), 1 tail slap +22 (1d8+4)
Reach: 5 ft 910 with bite)
Breath Weapon: 8d10 fire damage, DC 22

Note: These stats may be incorrect as I had to gather information from various tables.

Fire Giant
HP: 142
AC: 23
Attack: Greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Full Attack: Greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Reach: 10 ft
[/sblock]
 
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to stick with psi feats
deep impact
psionic weapon
greater psionic weapon
psionic meditation
and a possible psi item

also how much would boots of hustle cost? Having the power hustle at will? This would give a free move action every round, hence the SK w/ psi med could regain focus immediately with a move action...
 


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